50 years ago, the Imperial Province of Iron Coast succumbed to a Necromancer by the name of Magnor Dragonblade, who unleashed an apocalyptic doomsday spell across the entire continent. Thousands died bringing Magnor down, including an Emperor, but Iron Coast has been cursed with an eternal aura of decay and undeath ever since. The Empire never returned, and few living remain; yet whispers abound that a wraith has taken residence in Magnor's former mage tower, and is plotting to finish what the Necromancer started.
A Timeline of Death and Ruin
I.R 421, Summer: Iron Coast annexed by the Empire after a brief military campaign; the native people were a backward lot, and easily subdued.
I.R 435, Summer: Fourteen years of Imperial rule see the previously sparsely populated continent prosper, as new cities are built, and bountiful resources are discovered. Traders from across the world settle in Iron Coast, looking to make quick coin in an emerging market.
I.R 461, Summer: Magnor Dragonblade, a powerful merchant and Chief of Iron Coast's Chamber of Commerce, demands that the Emperor reduces taxes on the entire region, to allow it to recover from a particularly nasty spell of crop failure. Dragonblade's family are slaughtered by Imperial troops, on the Emperor's orders, and the merchant is himself exiled for the crime of "encouraging treason." Many are critical of the Emperor's blood thirsty response, though none make their voices heard.
I.R 480, Summer: A green fog is seen emerging from the ground, across the entirety of Iron Coast. Imperial Magi identify the fog to be magical in nature, but composed of unknown properties. Outlying settlements start to become abandoned, their inhabitants seemingly vanishing without trace.
I.R 480, Winter: An army of decaying corpses emerges from seemingly nowhere, and marches on Shmern. The Imperial garrison is overrun, and the inhabitants slaughtered to the last woman and child. The Imperial Magi suspect that the undead are those who have been vanishing in Iron Coast's extremities. Believing the green fog has had a hand in matters, they urge the Emperor, Axis III, to quarantine the entire continent.
I.R 481, Spring: Emperor Axis III arrives in Iron Coast with a vast quantity of the Imperial Army's reserve, and sets about hunting down the undead menace responsible for the sacking of Shmern. However, as he led his forces through the shadow of the Iron Mountains, he was ambushed by a vast legion of dead men. A bitter struggle ensued, and though Imperial forces were on the cusp of victory, a mysterious Necromancer appeared and unleashed devastating magic upon the Emperor's men.
Unable to overcome the Necromancer, Emperor Axis III tried to retreat, but was cornered and slaughtered along with the remains of his army. The battle of Emperor's Folly marked the beginning of the end for the Empire elsewhere across the world.
I.R 481, Summer: The Necromancer establishes his own domain, west of the Iron Mountains, and builds a giant obsidian mage tower. All those who serve under him are dead men, and all living are slaughtered. The Empire loses control, but manages to cling to Campus Magnus and the town of Actium.
Eventually, the Necromancer agrees to a parlay with the local Imperial commander, so that diplomatic relations could be established. With the Empire being threatened elsewhere, the new Emperor, Tirium II, wished to recall as many legions as he could for its defense. By now, he had written Iron Coast off as a loss.
The Necromancer reveals himself as Magnor Dragonblade, and states that his mission was to avenge the deaths of his family, and that he wishes no further bloodshed. Unfortunately for him, the parlay was a trap set by the Imperial Magi, who ambushed him by the hundreds. A great magical battle unfolded, and Magnor revealed his terrifying potential as a master-class spell caster. However, numbers won the day, and he was eventually defeated. His body was cast into the sea, and his name struck from the histories.
The green fog dissipates, seemingly dispelled by the death of Magnor.
I.R 485, Spring: An Imperial Expedition to reclaim Iron Coast fails, as they soon find that the land is full of decay and the mindless dead. It retreats, and the Emperor decides that no more effort is to be wasted on a dead land that holds no promise.
I.R 531, Summer - Present Day: Word reaches Campus Magnus of vast columns of undead creatures gathering around Magnor Dragonblade's former mage tower, and that a wraith is seemingly commanding them. Unable to raise the man power, and outright ignored by the Emperor when he requested reinforcements, Imperator Gaius sends word across the Imperial realms and beyond:
A million gold denarii, for the wraith's demise.
Two million gold denarii, if the curse of Iron Coast can be lifted.
Either sum promises any man or woman a life time of immense luxury, and many answer the call.
Map
Places
Fort Octavius
Fort Octavius is a sprawling Imperial fortress, consisting of several concentric walls and studded with impressive towers. Hundreds of troops pass through its doors every day, and it is a regional black smithing power house.
It is governed by Imperator Melian, a foreigner from the Frozen North. Though he has the men to assist his counterpart in Campus Magnus, he is unwilling to spend resources without the Emperor's consent.
If you're looking for a good sword, or a good horse, then Fort Octavius is a fine place to start - just be sure you're not known for breaking any laws.
Entrium
An ancient fishing town that's been apart of the Empire for centuries. It is composed of many impressive villas, cobbled streets and bustling markets. A lot of coin passes through here, and goods of every kind can be obtained for the right price.
Looking for herbs? Food? Magic peddlers? You'll find it all here.
Campus Magnus
Mocked as "The Permanent Palisade", Campus Magnus found life as a staging point that was once used by Emperor Axis III in his ill fated campaign against Magnor Dragonblade. It is a large tented settlement, surrounded by intricate defenses, consisting of stakes, ditches and wooden walls.
Though not particularity nice to look at, it forms the bastion of Imperial might in Iron Coast. From there, Imperator Gaius rules with an iron fist. He is a skeptical man, with a total distrust of magic; many "suspected" necromancers burn nightly in the center of his fort.
If you're looking for a rest on a mattress of flea ridden straw, or to get your equipment seen to, then Campus Magnus can provide. Just don't give the Imperator a reason to suspect you're a necromancer.
Actium
Actium pre-dates the fall of the continent, and is rich with centuries old architecture. You'll find no villas here, but rather sturdy stone houses and thatched roofs. The streets are paved robustly, though they lack the attractiveness of Imperial decor. It mostly exists to serve the needs of the nearby Imperial troops.
Taverns, smiths, bath houses and markets - your average town, really. However, it lives under the shadows of constant threat - the mindless dead are known to walk into it from time to time, though they are always put down by the local garrison. Nevertheless, the recently deceased are always cremated here, and people are paranoid of outsiders. Many unsanctioned burnings of necromancers take place, though Imperator Gaius turns a blind eye to most of these events.
The Iron Forest
Called as such, because the trees are of a grey pallor. Before the fall of Iron Coast, the forest was rich with greens and lush. Now though, it is haunted nightmare, that takes unsuspecting travelers and keeps them forever.
Mindless undead, both man and beast, roam this cursed sprawl of vegetation. However, Imperial patrols do grace the area from time to time, in a futile effort to cull the encroaching darkness. If you plan to move through the Iron Forest, then bring your weapons, and bring your courage.
Corpsewood
Another colorfully named area of woodland, Corpsewood is as decayed as its neighbor, the Iron Forest. No one dwells in the wretched place, and it is infested with the mindless undead. The Empire patrols the nearby road, but rarely goes beneath the canopy.
Emperor's Folly
Emperor's Folly consists of a large ruined rampart, that stretches from the slopes of the mountains to the north, and connects to others in the south. It was a large defensive fortification in its hayday, built before the continent was brought under Imperial control.
Now it is just a battered collection of rocks and haunted towers.
Ahead of the ruins, is a land eternally scarred by a battle fought nearly fifty years ago. One can still see the countless skeletons and corpses of the Emperor's men, and the wide scars in the land left by Magnor's terrifying magical might.
It is said that ghosts of those who died in the battle, still haunt the area, and seek the flesh of the living. It is also said, that Emperor Axis III himself walks as a revenant, trapped in agonizing undeath, but who will reward the one that kills him. What this reward is, none can say, but it was rumored the Emperor used a magically imbued weapon created before the Empire's founding.
Fancey finding the dead Emperor? He'll be around there somewhere, weeping and cursing.
Saviour's Pass
When Iron Coast fell, and the Empire fought Magnor at the battle of Emperor's Folly, there was a second and lesser known engagement underway.
You see, the Imperial fort of Eleptus was under siege from an entire legion of dead men. The garrison was on the verge of being overrun, when a daring raid by Imperial Magi descended onto the undead host from a concealed pass in the Iron Mountains - Saviour's Pass.
The Imperial Magi broke the undead, and were able to evacuate the garrison before Magnor appeared to finish the job. Hundreds were saved that day.
Now however, it is believed haunted, and winged beasts are rumored to circle the pass - looking to pick off unsuspecting adventurers.
Ghost's Bastion
Formerly Fort Eleptus, Ghost's Bastion is named so because of the minor wraiths and revenants that inhabit the now derelict fortification.
These ethereal beings were trapped by Magnor's necromancy, damned to stand their posts until the end of time. Though what they guard, none can say - although, there is the story that concerns a one Imperator Hector, the commander of Fort Eleptus. It is said he died in the defense, leading his men to safety.
Hector was known for the use of an obsidian bow, of Dark Elven design. Not many like that in the world today - might be worth having a little dig around for it? If you intend to take on a host of ghosts, be sure to bring silver, and plenty of fire.
Gallowsford
A dead town, full of dead men. It was once the Provincial Capital, and now it is a Provincial Ruin. Gallowsford's villas lay in ruins, its churches burnt to ashes and is roads smashed. It is an apocalyptic labyrinth.
You wont find much here in the way of civilization, but you'll find plenty of riches - its former inhabitants had little time to abandon the town, before they were slaughtered by Magnor's insurrection.
Shadowgrim
Like Gallowsford, Shadowgrim is a ruined town full of mindless dead.
The enraged spirit of a former countess dwells here; she was a powerful witch in life, and it is said that she will grant they that free her from her misery a great reward - but what can a dead witch possibly offer? Look for her in the town's affluent districts... or what's left of them.
Serpent's Lair
A powerful evil is said to lurk here, and rumors speculate that a great serpent from ancient times dwells in the deep cave.
Such serpents are known for their hoarding of treasures, and it'll probably be a great place to go artifact hunting! Just don't end up as snake food.
The Unforgetting Woods
Now this is a truly fell place, and possibly the most lethal - depending on who you are.
It is said that whoever walks through the Unforgetting Woods, will be attacked by their sins. Whether it is by the memories of those they killed, or those they cheated, it matters little. The more wrong one has done in their life, and the heavier the conscience, then the more dangerous the woods become. Some magic in the world never forgets the wrongs of a life time, no matter how well they are concealed.
Though what is the cause of all this? None can say... but... it is rumored the remains of Magnor's family were buried there in a mass grave by their murderers.
Ruins of Shmern
The flash point of Magnor's attempt for vengeance, Shmern is a sunken ruin, full of dead men and ghosts. It is said you can still hear the screams of those murdered by Magnor's servants if you wander the streets, and it is also said that not all of the ruin's inhabitants will turn on the living.
It was Magnor Dragonblade's home town, where he lived before he fell from grace. Not that you care of course, but there might be something to find besides death and misery.
Dragonblade Tower
A giant obsidian tower, stretching up towards the clouds. It was built by the dead, and the dead keep it.
Magnor had it erected so that he could project his powers further afield, across the entire Empire, but something stopped him unleashing such destruction... and instead he opted for ill-fated diplomacy.
There's no telling what one may find here, but it has been recently rumored that a powerful wraith is gathering a new undead army to the tower.
Tread carefully, this could be the lair of an emerging successor to the Empire. Yet, if this being is an intelligent one, perhaps it can be conversed with? Perhaps it holds the key to the curse that has brought the continent to ruin?
Bestiary
Imperial Legionaries are professional soldiers, who have sacrificed a civilian life to serve in the Emperor's armies. They are skilled, well disciplined and extremely loyal to the Empire. A towershield and short sword forms the mainstay of their armory, but they are also excellent employers of cavalry and archers.
In the last fifty years, the Empire has seen several reverses across its vast frontier, and the quality of soldiers is starting to slip a little. As Campus Magnus is seen merely as a buffer zone between the Empire and the ruined Province, you will tend to find older and less healthy recruits manning the outposts.
They are formed from a multitude of races, from humans to Elves, Orcs to Dwarves, and are brave warriors. They will gladly give their lives for the glory of the Empire, and will pursue enemies relentlessly - foreign or domestic. Watch yourself around them, for few criminals escape the long arm of the Emperor's justice.
Imperial Magi is the organizational name given to all mages aligned to the Empire; they are a scheming lot, kept in constant check by the Emperor's spies and enforcers. The strength of Imperial Mages ranges drastically from individual to individual, and one only needs to be slightly gifted in the magical arts to attain the rank of Imperial Mage.
They are headed by Bishops, who are usually powerful spell casters with a taste for the divine. Aside from acting as the Emperor's magical military might, they also serve as inquisitors who seek out renegade magicians, wizards and witches. They usually have unbridled authority over standard Imperial troops, and often clash with Imperators when it comes to devising strategies.
Iron Coast is infested by hordes of mindless, roaming lesser undead. These creatures range from skeletal warriors to zombies, but are not exclusive to humanoids; undead wolves and bears also mar the settlements and forests of the former Imperial Province.
They are insane, and beyond reason, driven to madness by the permanent agony that is undeath. Some scattered memories remain, but not enough to allow them to think cohesively. They are merely shells, occupied by tortured souls.
Lesser Undead can use weapons and perform basic functions, but their movements are sluggish and only pose a significant threat in great numbers. A Holy hero may be able to ward them off with simple spells.
Destroying them with fire, or removing the head is the quickest way to unbind them from the Necromancy that holds them together. They cannot procreate by biting the living, however they are notorious for carrying disease - so watch yourself!
Lesser Revenants are those undead who were strong of will in their living days, and upon resurrection, retained most of their cognitive functions. They can think, talk and deal with logic; however, the agony of undeath has made them mentally unsound, and they relentlessly seek to wreak havoc on the living.
They have memories of their past lives, but their undeath has put them beyond compassion. Therefore they are effective warriors, and often wander the twisted landscapes alone or in bands of other Revenants. They generally ignore Lesser Undead, but will at times attack them if they prove a nuisance.
Lesser Revenants are capable of using minor magic spells, and have kept any combat experience they held in their previous lives. However, they can be felled easily with fire, or by destroying the head; additionally, silver proves extremely effective against their putrid flesh. In any case, tread carefully.
Lesser Wraiths are the restless spirits of the long dead, usually created by the demise of someone caught in a powerful emotional whirlwind. They are able to become ethereal, and light as a fog; this allows them to pass through walls, or hide in the shadows. Once they have located prey, they will become physical, and use a combination of magic (known to them before death) to destroy their enemy. The necromancy that binds them augments their spell casting, allowing them to access powers their living selves never could.
Mortal weapons will not harm a wraith when it is in ethereal form, but they will damage one in its physical form. Again, fire and silver are advised. An ethereal wraith is extremely vulnerable to silver and fire.
Lesser wraiths are able to raise Lesser Undead from the remains of man or animal, and also have the strength to command warbands - indeed, they will be rarely found without a handful of putrid guardians. Furthermore, they are as lucid as Lesser Revenants, and are able to converse with each other and their foe - but they are incapable of emotion, and lust after the living.
Revenants form the "aristocracy" of any Undead Domain. They were usually powerful individuals in their former lives, who even after undeath have kept most of their faculties, and are relatively sane. They are able to command Lesser Revenants and Lesser Undead, and could be considered to be officers or captains of any undead legion.
They are not lost to mindless rage, and they do not lust after the living; rather, they have accepted their fate, and overcome the immense grief by focusing on what's at hand: power. Revenants are usually driven by the desire to dominate all that they see, which often leads to in-fighting with their kin.
Revenants are deadly warriors; their skills and knowledge from a living life enhanced by unholy speed and vitality. Only silver and magic will avail you here, but even then, it might not be enough.
Interestingly, they can be reasoned with if a hero is in a position to parlay.
Wraiths are deadly beings, of considerable powers. They would have started their undead lives as Lesser Wraiths, but through long years of meditation, have been able to manifest themselves into a permanent physical presence. Their flesh, blood and bones are the creation of Necromancy, and their rotten hearts pulse with the kind of energy that could fell a hero at the blink of an eye.
By and large, they are deadly magic users, able to summon up vasts amount of energy and can outperform any living adversary - purely because they do not tire, and the limit of their power is subject only by the ability to focus. Therefore the older the wraith, then the more training they are likely to have done, and thus all the more powerful they will be.
They are sane, like Revenants, but are notorious schemers with a taste for causing misery. Converse with them if you will, but their every word is an arrow tipped with poison.
Wraiths can summon lesser wraiths and revenants at will, as well as lesser undead. However, the more minions they have, then the less powerful they themselves become - their energy tied up in maintaining the walking corpses under their command.
Silver and magic are the only means with which to slay them.
The creatures listed are only the most common of creatures a hero will encounter in Iron Coast, but there are many other varieties of undead that stalk the land; some are comparatively weak and stupid, but others are fiercely intelligent with their own agendas... and not all are undead monsters, but living and breathing monstrosities.
It is down to the players to encounter a creature not listed, and they will be given free reign - so long as no funny business occurs as a result.
Rules
1) Iron Coast is your oyster, and I have provided as much background for it as it reasonable. Go wherever you want, do whatever you want - but keep in mind that the overarching plot concerns the death of a suspected Wraith at Dragonblade Tower.
2) Do not attempt to kill other characters without permission of their owners. Simple as that. No agreement, then no death. In an event where a fall out occurs, I will intervene and bitch slap the lot of you to Kingdom Come.
3) The Undead are not defenceless, and so I'd ask you refrain from scenes that involve your character striking down mobs of them at a time - give your guy/gal some flesh, by showing that they are not invincible bad asses.
4) Only the most absurd custom races will be turned down.
5) Balance your character; their strength must be equaled by weakness.
So, What Will It Be? Glory? Gold? Death?
Name:
Age:
Gender:
Race: The Empire is composed of many races, humans being just one of them.
Race Overview: A brief overview of your race, not required for humans.
Titles: If applicable, an example would be The Dragon Slayer.
Appearance: Picture or text.
Weapons: Anything enchanted or otherwise un-ordinary is going to need explaining. Don't just put "Flaming Sword", because I'd wanna know what makes it so flamey.
Steed: If applicable; does your character have a horse? Or something similar? If so, what's its name? What does it look like?
Abilities: Anything unnatural that your character can perform, but is not strictly magical in nature. An example would be a vampire's various traits i.e hates sun light, has enhanced strength etc.
Talents: Mortal skills, if you will. Skilled in herb lore, an excellent marksman, a great sword fighter - that stuff.
Magic: What kind of magic can they use? And how does their school of magic work? There is no overarching magical mechanic at play, so there's room for different kinds.
Backstory: Who are they? Where they from? Been a pirate all their lives? A farmhand looking to break the monotony of life? A whore looking to escape her soiled past? A noble knight wanting to put some dead to sleep? An Imperial mage looking to correct the mistakes of a lifetime?
Starting Location: Actium, Fort Octavius, Campus Magnus, Entrium.
POST IN OOC FOR APPROVAL.
Or Perhaps, You Are A Soul Looking For An End To Your Torment?
These characters are Undead, strictly as a result of the Fall of Iron Coast, and they will primarily concern themselves with impeding the heroes. However, as a rule, these characters must and will die in battle against the living - they are essentially an NPC role, with intelligent life, for any player who has a taste for playing the "bad guys".
At the RP's start, they will have no alignment with the evil that lurks in Dragonblade Tower, and will have little knowledge about it themselves.
Name:
Creature Race: Lesser Undead/Revenant etc etc
Creature Race Overview: If a custom creature race.
Gender: If applicable.
Undeath Age: From the moment they died, no older than 51 years.
Appearance: Picture or text.
Abilities: What gifts has the Darkness imbued them with?
Talents: What skills have they retained from their living days?
Weapons:
Steed: Nothing says FEAR ME! like a skeletal horse!
Magic: Will be based in Necromancy, or similar unholy magic schools.
The Tale of a Corpse: What has your character been up to since it became an undead minion? Roam around mad as a hatter for a while? Sought out its ancestral home?
@swampogreknight Godric should have been posted in the OOC for my approval, but otherwise he fits the RP perfectly; I'm pleased the lore is easily interacted with. Accepted.
To the others: Post your characters here in the OOC. I will have a link to everyone's character sheets in the top post of the character thread, so that they can be easily referenced by everyone. Just seems easier and more orderly that way.
I know we discussed it via pm, but I'll just leave this here. Looks like there was a section or two added anyway.
Name: Luca James Warren
Age: 22
Gender: Male
Race: Human
Titles: Raven Queen’s Attendant
Appearance:
Weapons: Raven's Regret:: This 6' ancient dark oak staff is layered with enchantments that make it nigh unbreakable. It also seems to strike with much more force than an ordinary staff, and leaves behind a layer of frost on any surface it touches. Followers of the Raven Queen suffer no harm from the frost effect, and it is not produced in the hands of a non-follower.
Steed: Luca rides a white mare dappled with gray spots. The courser's name is Snow, and like almost all of Luca's equipment was a gift from the temple.
Abilities: Raven Queen’s Blessing:: The weaker and less intelligent Undead seem to ignore Luca, or at least prefer other targets, until he himself attacks. This is due to the Raven Queen’s affiliation with death in general.
Circle of Life:: When a living creature near Luca dies, it replenishes a meagre portion of his stamina.
Talents: Luca is skilled in herblore and general first aid. His combat talents lean toward staves and other long weapons, though he prefers to rely on his magic when pressed and otherwise let others do the real fighting.
Magic: Luca’s magic, due to being associated with a deity, is generally considered ‘holy.’ It does, however, encompass some powers of a darker nature. The Raven Queen’s domains include Winter, Fate, and Death. While provided from a divine source, Luca’s magic is limited to the extent of his physical and mental stamina. Major workings or continuous casting will exhaust or even kill him. He generally recovers fairly quickly, but he can only do so much in a day.
Luca’s magic is also reliant on his faith in his deity. If he is given cause to question or abandon his beliefs, he may be unable to use his abilities.
Winter:: This comprises most of Luca’s combat spells, mostly defensive in nature. Walls and lances of ice, freezing storms, and a paralyzing cold touch are all examples.
Fate:: This magic allows Luca to alter the fate of those around him in minor ways. While he cannot influence events directly, he can provide support. An ailing or injured ally could be healed enough to soldier on, while a dying enemy can be granted a merciful and painless end. Minor wards and chance-altering spells also fall under this purview, but Luca has little experience with them.
Death:: The most controversial of Luca’s magic, it does not seem so bad as it first appears. In no way can he return the dead to life or control the Undead. At most, he can summon a shade of one recently dead to converse with them. Otherwise, this mostly ties in with Luca’s ability to work more magic when surrounded by the dead and dying.
Backstory: Luca was orphaned very young in his life, his family the victim of the forces of the undead. The four-year-old boy survived only by hiding, and by virtue of the interest the Winter Goddess had taken in him. A priest had already been dispatched to retrieve him, with the attack being an unfortunate coincidence of timing. The priest, Brother Valerian, brought the boy to the Raven Queen’s temple in Entrium, where he was raised as though a child of the goddess herself.
Growing to resent the constant near-worship of those around him, Luca seeks independence and adventure. Within the temple, he is constantly called upon to work some minor healing, or ease the passing of a loved one, or contact one lost for final goodbyes. It is only outside that he really feels alive, able to practice his art out of his own need and desire rather than at the will of others. Still, he is ever called to serve the Raven Queen and does so willingly. When he comes across those in need he lends a hand however he can, be it in combat or with his arts, or even a simple blessing to raise spirits.
Race Overview: Elves are not immortal, but do live very long lives. They used to live in the Unforgetting woods and Iron forest, but after the undead rise they were forced out into the cities and took on more of the human traditions.
Titles: High Monk
Appearance: Tall and slender with no markings on his body. Though he is slender he is still very strong and quick. He wears an ordinary brown robe and a rice hat to protect him. He keeps his black hair short to keep it neat and out of his way. His 6'4 stature is rather impressive to most, but with a second glance he seems rather unimpressive. He does have the odd habit of keeping strange walking sticks though.
Weapons: Wal is very efficient with any weapon. Not always in the way that weapon should be used, but he manages to use any weapon nonetheless. He also has a strange desire to always use the other guys weapon. He has a grass is always greener, or in his care a weapon is always sharper in his hands. So Wal does the logical things and takes those weapons from their hands. Then cuts them down with them. Normally whatever weapon he ends a fight with becomes his walking staff. It isn't uncommon for him to be seen using a warhammer or longsword as a staff or cane.
Abilities: Great Constitution and Strength. May not seem supernatural, but to some of the extents he has trained them they are. Such as the fact he has no steed is he can now match a horses gallop for days at a time.
Talents: Great mastery with all weapons. Great hand to hand combat as well. He specializes in disarming others.
Magic: He can use Ki to accomplish some fantastic feats. These include creating winds, breaking boulders in half, and even juggling drops of water, among others.
Backstory: Wal was young when the Elves were forced from the forest. He held a grudge against Magnor Dragonblade and vowed to take revenge on him. Unfortunately with the Elves scattered becoming a traditional elf warrior wasn't going to be possible for him. His family tried to get him to forget about it, but he wouldn't let it go. He eventually ran away. With no plan on what he was going to do he managed to barely survive in th corpsewood for a few months. Weak and on the verge of starvation he ran into a few of the mindless undead. Unable to defend himself, this was seemingly the end for him. For once things looked up for him. A monk saved him that day and took Wal with him. There Wal began to train under them. He learned how to control his anger. The monks didn't try to take away his desire for revenge, but instead trained him for the day he achieved it. They trained him and taught him their martial arts. They also prepared him to have peace once his revenge was fulfilled. His long life gave him the opportunity to train and learn twice as much as the others. He eventually surpassed the monks and set out to fulfil his goal. He promised to return to them and become a teacher for others as they had done for him.
Have I ever told I'm the one of insane races? I regret nothing.
Name:Pyria
Age:50
Gender: Female
Race: Dragon (Whelp)
Race Overview: The race of the legends. Even though it is but a waning echo nowadays, few do question the threat a mature dragon would posess. With an armor all but the most wondrous weapons can cut, a breath that can fell armies and toughness and resilience that only grows with age, the ability to fly and keen intellect and senses, there are few things who could threaten a dragon one on one. However their solitary, territorial nature, unbridled arrogance and long maturing age requirements have made them lose ground steadily to lesser, more dinamic and numerous races. The threat of the undead in the Iron Coast has probably only added more foes to their sparse numbers. A dragon can't prey on the undead for profit, afterall.
Titles: Child of the Flame
Appearance: Pyria's true nature is that of a dragon whelp the size of a horse. With glistening red scales, and expressive golden eyes, it's less scary than actually endearing and cute, in a ugly reptilian way. She keeps a single magical manacle on her left forepaw, stating the name of her (eventual) master. She can also assume the appearance of a waifish 10 year old with red unkept hair, gold eyes which usually wears a single piece gray ragged dress and the same magical manacle on her left hand. She's fond of being barefooted in such form.
Weapons: Pyria doesn't carry weapons on her own. She leaves all the work to her dragonling claws, jaws and still-maturing fire breath (who can sometimes misfire).
Abilities: She can fly well, and rip and tear flesh with her jaws and claws. Her scales are sturdy enough to resist fire, small blades like daggers (but not swords and axes) and the most basic of attack spells. She can also ignite a rather decent firebreath if she focuses enough and doesn't panic. In her human form, she, well, can run, scream, and crawl into holes...
Talents: She can stare into your soul with puppy eyes. She's also a good appraiser of the value of an item, and she seems to learn rather quickly when it comes to magic. She can speak dragon-y. She can also stay awake for days.
Magic: As a dragon, she's an innate magical potential waiting to happen. Even just if she's harvested as spell component material. She has been taught one spell: The one to assume a non-threating human form in order to serve as a mage´s familiar. She can also somewhat put up a deceptively sturdy magic barrier for a brief while.
Backstory: Fifty years ago, when the undead plague scoured the Iron Coast, a battle was fought on the Saviour's pass. By mere fluke, the Imperial Magi happened to find a nesting female dragon in the eve of the battle. The worst case scenario did not come to be, as the dragon, far from being the oldest and mightiest of her race, acknowledged the threat of the Undead as something that not even her prowess could hope to defeat, and struck a deal with the lesser races of the empire.
In return for her services, her clutch of eggs would be evacuated and nurtured in the Empire, for she wished them to live and not become the Necromancer's sacrifices. The eggs were taken by the retreating imperial forces, and the might of the she-dragon roared all over the battlefield, until the firepower of the undead forces managed to even fell her, her carcass hitting the ground after a long last stand that was never recorded in any book.
Pyria was hatched from one of such eggs, and like her brethen, were raised by the Imperial Magi, and distributed among certain mages of respect as elite familiar companions. Pyria and her master soon jumped in the call for arms against the undead. Not only because the money and fame, which were the main reason of her master, but because she wanted to know where her true roots were.
Unfortunately, said master perished all too soon in an undead raid, leaving the still young dragon stranded and lost, like a street orphan child of the human races.
@AtomicNut Whatever rocks your boat; a dragon whelp is fine, although interacting with the lesser races might prove a problem if they have an aversion towards dragons, so she best keep her human form around towns full of fearful and ignorant peasant's - or overzealous soldiers. Accepted!
@AtomicNut Whatever rocks your boat; a dragon whelp is fine, although interacting with the lesser races might prove a problem if they have an aversion towards dragons, so she best keep her human form around towns full of fearful and ignorant peasant's - or overzealous soldiers. Accepted!
As none of our characters are joined at the hip, I'm opening the IC now. The RP remains open to new comers, and to those who have yet to finish their sheets.
EDIT: Oh yeah, and if anyone is curious, I.R stands for the Age of Imperial Reckoning, used by historians to mark the slow decline of the Empire.
I haven't really gone into great detail about the Empire, because I didn't see the point of wasting hours on lore that wouldn't really affect the RP's location so much. But basically, it is starting to crumble, with internal strife and external threats pushing it to breaking point.
Emperor Axis III's doomed campaign led to the "beginning of the end" as mentioned in the time line, because the loss of so many men caused the collapse of several fronts. Fifty years later, and the Empire is on the verge of total destruction. This is why it hasn't taken direct action against the growing threat in Iron Coast, because it has other more pressing dangers to concern itself with.
Like I say, it doesn't really affect things so much in Iron Coast beyond what has already been described, but it's a bit of meat on the bone if you'd like to make use of it.
Race Overview: Elves are naturally inclined towards magic and light. Drawing from the power of nature and life. Drows are naturally resistant to magic, drawing from the power of shadows and death. These two races were never meant to mix. Being a mut from the two has caused a wasting sickness within El. Both have natural physical strength which El draws on with her anthropomagics.
Titles: Lady of Shame (Bequeathed to her by her mother) Sage of life (Bequeathed to her by her mentor due to the nature of her research and apparent future success.)
Appearance:
El stands at 5" 4' and weighs 120lbs. Her photosensitive grey skin is shielded by a cloak at all times during the day, though at night she'll pull the hood down. Most of her appearance is hidden by this cloak that covers her from head to tow, excluding her face, which is protected with a stripe of paint and a blessing given by a follower of Sol, God of the Sun, and growing things. It only offers marginal protection and she keeps her face in the shadows of her cowl as much as possible.
Weapons: Staff of bone- A staff made from a giant's leg bone. El harvested it from the still living body of the giant, by taking it from the living body, and enchanting it at the same time, she created a staff that is nearly unbreakable due to the amount bone density. Then continued to force the remainder of the giant's living potential within it. El is capable of harvesting still living cells from it, and uses them as a source of food and magical component.
Hollow death- El's father's prized possession. The blade has a poison on it that is both herbal and magical in nature. It causes paralysis and intense pain, until the victim dies. A single nick is enough to infect them. However to do this the blade itself must make contact with blood. The blade is limited in usefulness due to the power of the enchantment, something had to be given in exchange. The blade is dull, and can never be sharpened.
Steed: N/A, read Abilities for more information.
Abilities: Photosensitive skin and eyes- El's drow heritage causes her to be sensitive to the Sun's rays. Consistent exposure leads to painful burning, and if multiple days are spent in view of the Sun, she will eventually die.
Enhanced night vision- El's drow heritage gives her enhanced vision into shadows, the dark, and at night. She's pushed this ability to the limit with her anthropomagics, however this has caused her eyes to be extra sensitive during the day. she'd be blinded if not for the blessing she wears.
Blessing of Sol- A blessing which gives her protection from the Dun, by a follower of Sol.
Enhanced magic resistance- El's drow heritage gives her enhanced resistance to combative magic. Prior to her experiments woth alchemy and anthropomagics she was naturally resistant to all magic. She didn't like that, so she changed it.
Increased muscle mass- Using her small skill anthropomagics, she increased her muscle mass giving her additional strength and speed.
Imcreased stamina- El's stamina has been increased using anthropomagics, I.e. she can run for a full day straight. However she'll need to rest for several hours after doing so.
Enhanced healing- El's body heals faster than normal, but drains the remaining living matter within the staff.
Retarded aging- El's aging has been slowed by both her Elven heritage and her enhanced healing.
Talents: Has mediocre skill fighting with staff or dagger. Most opponents will have little to no difficulty beating her in a physical confrontation.
Polyglot- El knows several languages due to her travels.
Magical Scholar- El is a scholar of multiple schools of magic, and has an extremely firm grasp of magical theory.
Anatomical expert- El has personally led several disections...and maybe a few vivesections.
Anthropophage/Hematophage- El can eat the flesh, bones, organs, etc. As well as drinking the blood of animals, humans, and humanoids to sustain herself, heal, or recharge her magic.
Magic: El is both an Alchemist and an Anthropomagus.
Alchemy- El can create potions, poisons, and several different compounds (from explosives to adhesive) if she has the components at hand. However this was not her focus, she dived into the more active magical side. El can draw out alchemical circles allowing her to change, add, enhance, hamper, seal, release, and so many more things. Unfortunately, the law of equivalent exchange demands equality. What this means, to fix something, she'd need all of the pieces of the broken item, plus something of equal value that will be broken in it's stead. However it could be equal in financial value, personal value, usefulness, or so on and so forth.
Examples of Alchemy she can complete: Repair- If an item is broken, and there is an item of equal value to break in it's stead, El can move the break from one item to the other. If no item is available, but she has a source of sustenance (anthropophage/hematophage) is available she can complete it, but must eat both before and after the completion.
Sealing- El can seal an item, sentient being, or magical construct into a pre-prepared "box". The exchange would be releasing something else that was sealed, or releasing half of her genetic make up. (Basically becoming either fully drow or elf)
Releasing-basically the same as sealing except backwards.
This is by no means a complete list, but she requires components and/or time. (Something to draw with is always required.)
Anthropomagics- El has spent the last 10 years of her life researching, and practicing anthropomagics. This school of magic is specifically relating to the body. Using this magic skill set, El can alter the body (the flesh, bones, chemicals, skin, organs, etc.) to enhance, hamper, heal, alter, etc.
Examples of this nagic are ax follows:
'Roid rush- El can manipulate the chemicals, blood, and blood vessels and cause intense muscular growth in a shortt time period. If abused, the individual can be driven into a rage, can cause heart problems, the bones can become damaged if she doesn't also increase density.
Healing- El can manipulate the cells, platelets, chemicals, bones, etc. Involved in the healing process and increase speed of healing.(I.e. Someone breaks a bone, and the sharp end comes out of the skin. An alchemist would be iffy useful in a situation, there'd have to be something of equal value to break in order to heal it. But an anthropomagus would be able to force the arm straight then make the bone cells start to grow and reconnect the two pieces, and then causes the platelets to surge up and begin drying over the open wound. Advancing healing by days, and with repeated use cut total recovery time to days, a week or two at most. Instead of months.)
Adrenalyze- El can cause an adrenaline rush, and temporarily increase reaction time, strength, speed, and mental focus and acuity.
Make-over- Given time, and incentive El can recreate any person's body into a new shape or add enhancements to it. Imagination is the key to what can be done. This is by no means a complete list but does offer a good example of magical skill set.
El will demand payment for her skills. Point blank, end of story. However, payment can be in blood, components, money, flesh, so on so forth. She prefers bartering.
Backstory: El was conceived in an act of rape by drow. Her mother never forgave El for existing. She named her Shamesdaughter, because she was the daughter of her greatest shame. Later when El reach Ladyhood within the Elven Courts, she named her Lady of Shame. Her title being the right of her mother. El is old by human standards, though still a child by the standards of her forefathers. El remembers when the rise of Iron Coast was occurring, lived through the empire's expansion. And lived through the subsequent fall. She was a girl of 17 when the humans annexed and entered tge Iron Coast. And spent the next 14 years watching them scape out an existence, then prosper in her homelands. She remembers fleeing out of the Iron Forest from the first wave of the undead in I.R. 480, she was 76. When she came to the town, she was deathly ill, and was rescued by an old human alchemist who later became her mentor. He taught her alchemy for 20years, until he passed away in his sleep. She continued her research for the next 21 years she dived into alchemy. Not finding a permanent cure for her illness or immortality El started researching anthropomagics. The next ten years proved more fruitful than the previous 41 years. However she hit a wall, she needed funds. Ahortly after her 127th birthday, she heard about a chance to make a large sum of money. She set off to Campus Magnus immediately.